The Shadow
Mental Illusion: 7
This allows its user to alter the perception of its target, causing them to see/hear/smell/etc whatever the user wishes. The mental illusion is visible only to its target, but that person will react as if its real.
To project, user makes an Action Check with AV/EVs = APs of power, against opponent’s Int/Mind. If RAPs exceed opponent’s Mind, the victim perceives whatever the user wishes ( no telepathic or verbal contact needed ). The illusions will endure for a time of APs = RAPs which exceed a victim’s Mind. Subsequent checks can be made before time has expired to continue the illusion.
An opponent can subconsciously combat the effects each phase by making an Action check using their Int/Will as the AV/EV against the OV/RVs = APs of Mental Illusion. Hero Points may not be spent to adjust this. If opponent’s RAPs exceed APs of Mental Illusion, opponent’s perception returns to normal.
An opponent may take damage if “attacked” by an illusion. Illusionary dangers will fight with Attributes, Skills, and Powers = APs of Mental Illusion. Damage taken is applied to opponent’s Mind, though they believe it as physical damage.
Hypnotism: 8
This is used to mesmerize a victim. The use of Hypnotism is an Action Check with the AV/EV = APs of Hypnotism, and OV/RVs = opponent’s Int/Mind. Success means the character may implant suggestions up to the number of RAPs received. RAPs must be divided between each suggestion. Completion of each suggestion is treated as a separate Action Check with AV/EVs = RAPs allocated, and OV/RVs = opponent’s Int/Mind. If check succeeds, opponent carries out suggestion. NOTE: Hypnotism victim will not do anything completely against their motivations or beliefs.
Mental Illusion: only alter voice and project he’s invisible, but his shadow always stays visible
Acrobatics: 6
Artist (Actor): 8
Detective (Clue Analysis): 7
Martial Artist: 7
Weaponry (Firearms, Melee Weapons): 8
Thief: 6
Military Science (Tracking): 6
Gadgetry: 3
Medicine (First Aid): 2
Iron Nerves
Lightning Reflexes
Headquarters: Expansive
Area Knowledge : Suicide Slum, Metropolis
Low Connection: “The Shadow”, Agent of [Safeguard]
Low Connection : Professional “psychic” community as Paranormal Researcher “Quentin Marks”
Dark Secret [Two bit thief for a gang in the Bahamas that reported to Red Skull]
Mistrust
Secret Identity
Serious Irrational Attraction (Stopping Organized Crime (11))
Private Courier
: Wealth 4 ( Approx. Annual Income : $20,000)
GIRASOL RING [Body 3; Power Reserve: 2 (Multi-attack mesmerization attacks only), R#: 0]
Swingline and Grapple [Str: 5, Body: 6] (Line is 5 APs long)
FORM FITTING BODY ARMOR [Skin Armor: 4] (color: black)
Smoke Pellets x5 [Body: 1, Fog: 10, R#: 3]
Chrome .45 caliber Pistol x2 [Body: 4, EV: 5, Range: 4, Ammo: 8, R#: 2]
BLACK MASK WITH GREEN NIGHT LENSES [Body: 7, Ultra Vision: 8, R#: 2]
Stun Bombs x5 [Body: 1, Bomb: 5]
ZIP TIE X3 [Str: 6, Body: 1, R#: 5]
Pocket-sized, High Intensity flashlight with a red 'nightime' lens
Leather Gloves
Red Scarf
Black Fedora
Cotton/Canvas Black Trenchcoat
Black Cloak
Roommate, Lila, is a mutant with phase always on and regeneration. She thinks she is a ghost and is missing her heart, but in reality is slowly regenerating it.
An inheritor of the title, Andru was trained by the aging Kent Allard, aka Lamont Cranston, aka the original Shadow to carry on his work.
Attribute
Benchmark (based on current attributes above)
DEX (Dexterity)
The individual is agile enough to be a medal winning Olympian gymnast.
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.
BODY (Body)
The individual can withstand the greatest amount of physical damage humanly possible. They possess an exceptional resistance to fatigue.
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.
WILL (Willpower)
This individual possesses the resolve to conquer any human fear or rational threat, save death.
MIND (Mind)
This person's mind is equipped to deal with great stress as a part of daily life. Undercover agents, leaders of nations and most heroes are in this category.
INFL (Influence)
This individual can hold and draw the attention of a large audience.
AURA (Aura)
This person has a presence strong enough to change the emotional state of an auditorium-sized crowd from a dead calm to electrified frenzy.
SPIRIT (Spirit)
This person is so secure in his or her beliefs that he or she is willing to die for them.
WEALTH
This person can afford to spend up to $400 per week